/Engine/Source/Runtime/AIModule/Classes/BehaviorTree/Tasks/BTTask_PlayAnimation.h
Play indicated AnimationAsset on Pawn controlled by BT Note that this node is generic and is handing multiple special cases, If you want a more efficient solution you'll need to implement it yourself (or wait for our BTTask_PlayCharacterAnimation)
class UBTTask_PlayAnimation : public [UBTTaskNode](API\Runtime\AIModule\BehaviorTree\UBTTaskNode)
TObjectPtr<UAn...
AnimationToPlay
Animation asset to play. Note that it needs to match the skeleton of pawn this BT is controlling
uint32:  1
bLooping
uint32:  1
bNonBlocking
If true the task will just trigger the animation and instantly finish. Fire and Forget.
TObjectPtr<USk...
CachedSkelMesh
TObjectPtr<UBe...
MyOwnerComp
EAnimationMode:...
PreviousAnimationMode
FTimerDelegate
TimerDelegate
FTimerHandle
TimerHandle